GltfStatic v1.20.0 — Correct Skinned Mesh Orientation for Blender Exports
March 16, 2026
This release fixes a longstanding issue where skinned (animated) models exported from Blender appeared at the wrong scale or orientation in Construct 3.
The Problem
Blender exports glTF files with an "Armature" node above the skeleton that carries a 90° X rotation (converting Blender's Z-up to glTF's Y-up) and a scale factor. Previously, the plugin ignored these non-joint ancestor nodes when computing bone matrices, causing animated models to render with incorrect size and rotation.
The Fix
v1.20.0 introduces Root Ancestor Transform (RAT) — the plugin now detects non-joint ancestor nodes above the skeleton root, computes their combined transform, and applies it to root joint world matrices during animation. This means the full scene hierarchy is respected without adding overhead to the per-vertex skinning pipeline.
Additional fixes in this release:
- Rotation order mismatch — Editor and runtime now both use intrinsic XYZ rotation order, so object rotations match between preview and gameplay.
- Editor double-scaling — Skinned meshes in the editor no longer have world transforms baked into their vertex positions, fixing a size mismatch with runtime.
- Removed workarounds — The IBM scale normalization hack and +180° Y rotation offset are no longer needed and have been removed, simplifying the codebase.
Upgrade
Drop in the new .c3addon — no project changes needed. Models that previously required manual scale/rotation compensation should now display correctly out of the box.
github.com/MikalDev/gltf-plugins/releases/tag/v1.20.0